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Messages - Mindless

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Suggestions / Re: Chemical suggestions
« on: December 13, 2017, 09:22:05 AM »
My ranking of chemical weapon based on it's usefulness: Acid > Cryo > Pyro.
Regardless your observations about cryo pistol, it's more useful than pyro(from my testing, i usually shuffle all 3 depending on situation). Many human enemies immune to burning effect(Aluminized Cloth) making it utterly useless. Cryo have best AOE that usually freezes half of enemies and highest base damage(even with dual damage type it's doing pretty well).

Some points you may consider:
Rooting and Freezing enemies therefore making them unable to evade attacks, panic from burning don't have this one advantage and can even do some "tactical" harm.
Acid and Cold damage usually less resistant than fire. Acid is your only way to deal with robots/turrets from your chemical arsenal =]
Pyro have very little base damage without it's burning effect
Pyro Catalyzing Belt effect have great synergy with grenades(HE and Incendiary)
Cold stacking debuff is very efficient weapon against melee boss enemies on DOMINATING difficulty, you don't need to "pray random Godness" for % based debuffs.

So, In my opinion cryo pistol is already nice weapon, which I use constantly.
P.S. Sadly Acid damage will lose it's 1st place in the Endgame(DC).

Suggestions / Re: Normal is too hard, easy is too easy
« on: December 28, 2015, 10:43:33 AM »
Well, maybe you know something that I don't or you are really good player but I really cannot see how can you manage 4-5 NPCs with a lot of controlling, a lot of HP and hell a lot of DPS that game throws at you from time to time... Maybe because you played the game so much you know exactly how to prepare for each encounter - what armor
Omg, no! Playing with 1 armor(except set for sneaking and set for bio-resistance) and don't really care about preparing for each encounter(except some hardest like Fort Apogee, for example).
Just kill them all with AOE! With good grenades or with AOE Psi, traps... It's not so hard(it's soedn't matter on what diff you playing on)!
Or disable "controllers" first and survive damage from other enemies.
Use covers, corners, use your brain =_=

General / Re: Health Hypo and Bandages only restore the half
« on: December 26, 2015, 10:00:20 AM »
I started a new game and now hypo's and bandages only restore half of their usual points, bandages 70 and health hypo's 40. Does anyone know why?
Playing on hard difficulty?

General / Re: Fishing limit of 3 catches?
« on: December 25, 2015, 09:23:49 PM »
Personally I think that the ability to get rare Biology components before you can find them in shops is worth putting up with a small amount of tedium.
You can't find them in shops =)

General / Re: Institute of tchort [SPOILERS]
« on: December 25, 2015, 11:55:49 AM »
I clean the west wing, and some other thing, but I dont want to stay more here so I planned on stealing the cube... And i didnt find it anyway, even if I go through the elevator to the Utility stations I dont find a way to find it or go through some gates, Im so stuck. Do I really need to do all the quest to advance?

Sorry for my english, Im not native :p
You need to trigger "Strange tremors" quest, you have several ways:
1) Attack any of the tchortists -> Faceless invasion, tremors and making your way to the elevator into Deep Caverns.
2) Complete all(3) quests for Mediant Samuel (Preservation section) -> interview with Eidein -> blablabla
3) Complete some of quests for Principal Investigator Schteff, Principal Investigator Georgis, Principal Investigator Rista(Investigation section) -> interview with Eidein -> blablabla
4) Sneak into elevator section and hack(120-140 skill, don't remember)elevator controls or use keycard(steal from Eiden)

General / Re: Fishing limit of 3 catches?
« on: December 25, 2015, 11:45:35 AM »
Guys, fishing is kinds suxx(trying to click with your 5-years old mouse to the rod's window is very funny!) and boring until you got yourself in the Deep Caverns, where are only green and blue fishes(no worthless white ones, yeah!).

Fishing needed only for 1 quest and for players who investing in the biology skill for making some good potions. Money-making? No, there are more easy ways to make money.

General / Re: Lost in the Deep Caverns, where to go? (Spoilers)
« on: December 25, 2015, 11:39:22 AM »
I don't know if the game is bugged or something but after killing the pulsating roots, I try to navigate along that top area and there's this map where when I try to zone in it doesn't change maps and just puts me back on the zone in spot. The map has some square rock hole looking thing, not sure how better to describe it.

I'm presuming that's where I need to go as it has bats flying towards when I approach and I can't seem to see anywhere else to go so I'm basically stuck =/
Am I meant to go into where Six tells me Tchort is maybe?
Kill Boss, use his body(and loot) to transfer to area "Mushroom Forest 5"(with spore turrets) -> "Mushroom Forest 0" -> "Deep Caverns 1".

P.S. You must use his body transition with "non-combat" state.

Suggestions / Speed-up turn-based-combat
« on: December 25, 2015, 09:19:49 AM »
Suggestion - make combat speed multiplier 1.5x, 2.0x, 2.5x, 3.0x. When you killing hordes of monsters in Deep Caverns that will help much, thank you.

General / Re: Lost in the Deep Caverns, where to go? (Spoilers)
« on: December 24, 2015, 09:36:32 PM »
You can use my text map of DC(with small notes), its pretty garbage but better than nothing) Mb, somebody will make better one from my sketch

Hey, do you also know where to find the hydraulic fluid canisters? I found 2 in the locked warehouse, still need a third one ( I have the rest of the parts)
Sorry, I can't remember(too many things lies in DC), can only advise you to loot all areas(after powering them up from Arke Power Station too) and drill all walls with Jackhammer. Begin from first area and use my map for checkpoints %)

General / Re: Lost in the Deep Caverns, where to go? (Spoilers)
« on: December 24, 2015, 09:17:54 PM »
You can use my text map of DC(with small notes), its pretty garbage but better than nothing) Mb, somebody will make better one from my sketch

Development Log / Re: Dev Log #41: Noise System; Vacation
« on: August 20, 2015, 07:07:51 AM »
  • Feats
  • Changed Gun Nut - Upper damage bonus changed to 15% (down from 20%).
  • Changed Gunslinger - AP reduction changed to 2 (down from 3) and only applies to firearms now.
  • Changed Recklessness - Critical damage chance bonus changed to 7% (down from 10%)
  • Changed Steadfast Aim - Bonus crit chance per AP cost changed to 0.5% (down from 1%)
  • Changed Sharpshooter - Damage changed to 30% (down from 50%).
  • Electrical pistols now only have 50% chance to trigger the stun on the initial target; this might also affect some electrobolts fired by the NPCs as well
  • Pistol damage reduced by ~20% across the board
  • Changed Cerebral Trauma - Damage bonus changed to 20% (down from 25%) and psi burn changed to 10% (down from 15%)
  • Changed Snipe - Fixed the bug that caused the attack not to do those base 100% of damage in addition to bonus damage and also changed the bonus damage per stealth point to 1.5% (up from 1%). Feat description also now displays exact numbers. Also now requires 30 stealth to obtain.
  • Added Psionic Mania - (Continues from Psychosis) When activated makes your next offensive psi ability an automatic critical hit. Activating this will remove up to 15% of your health, but cannot kill you.
  • Added Neural Overclocking - Critical damage bonus of psi abilities increased by 30%.
  • Added Corporeal Projection - All telekinetic damage increased by 5% for each point of strength above 5.
  • Psi regeneration now scales with will and intelligence: psi regen = 5 + (will+int)/2
  • Premeditation no longer increases the range of pyrokinetic stream (that caused it to bug out).
Good changes!
  • Added Elemental Bolts - Increases electrical, acid and heat damage of all special bolts by 100%.
Mb one day I will get my good-old crossbow and play with it :3
  • Psi Empathy feat will now reduce base health points by 25%
What? oO
So basically now all psi-users will have 25% hp less. Its dead end for hydrid builds.... i think.
  • Sniper damage increased by ~20% across the board.
Sniper rifle or sniper guy? What is it?[/list]

P.S. Happy vacation =)

General / Re: Energy Shield Emitter
« on: April 16, 2015, 06:29:15 AM »
What's your configuration?
In doubts what to use for it. )
What are options here?  :o
2 x Frequency Shield Modulator(highest you can find - 2 med or 1 low 1 high) and High Efficiency Energy Converter = ~1500 (shield capacity).

General / Re: Let's talk about new PSI System!
« on: April 14, 2015, 06:42:18 AM »
Each system has its advantages for the new psi-regen balance but we definetly need two things: Dependence on the level of char and on his Will ability. It's seems quite logical and right for me.

Suggestions / Re: Dissambling
« on: April 10, 2015, 02:38:10 PM »
*Cough cough* Excusez moi?

Did Dissasemble work with Skinner? ;D
If i remember correctly, leather armors can't be dissasembled(only limited set of items can be dissasembled in truth)...

Suggestions / Re: Dissambling
« on: April 10, 2015, 01:56:18 PM »
Right now I wouldn't use disassemble even if it was a regular blueprint. What's the point? The highest quality components already come as components in shops, not parts of generated items. You might find a low-quality weapon with a nice attachment once in a blue moon, but you'll probably find the components easier in shops.
Yep, for now only one good point in this feat - you can extract rare enchantments =)

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